Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Class Talents

Technique / Magical combat

1.30

Effective talent level: 2.6Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 5Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Allows you to use melee weapons to focus your spells, granting a 40% chance per melee attack to cast an offensive spell as a free action on the target.
Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
You may select an allowed spell to trigger this way, or choose to have one randomly selected for each attack.
While wielding a shield, the chance is reduced by one quarter.
While dual wielding, the chance is reduced by half for both weapons.
The chance increases with your Cunning.

Effective talent level: 2.6Use mode: PassiveDescription: Raw magical damage channels through the caster's weapon, increasing raw Physical Power by 0.43 of your Magic (current bonus: 21).
Each time you crit with a melee blow, you will unleash a radius 1 ball of either fire, lightning or arcane damage, doing 71.04.
The bonus scales with your Spellpower and talent level.
If you are using a shield this will only occur 75% of the time.
If you are dual wielding this will only occur 50% of the time.
At level 5 the ball becomes radius 2.

Arcane Destruction

2/5

Spell / Earth

1.20

Effective talent level: 2.4Use mode: ActivatedMana cost: 15Range: 4Cooldown: 6Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3.
The beam also affect any creatures in its path, dealing 57.04 physical damage to all.
The damage will increase with your Spellpower.

Pulverizing Auger

2/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: The caster's skin grows as hard as stone, granting a 1 bonus to Armour.
Each time you are hit in melee, you have a 300% chance to reduce the cooldown of an Earth or Stone spell by 2 (this effect can only happen once per turn).
The bonus to Armour will increase with your Spellpower.

Effective talent level: 6.0Use mode: ActivatedMana cost: 12Range: 10Cooldown: 3Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of fire, setting the target ablaze and doing 89.35 fire damage over 3 turns.
At level 5, it will create a beam of flames.
The damage will increase with your Spellpower.

Flame

5/5

Effective talent level: 1.2Use mode: ActivatedMana cost: 30Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a cone of flame with radius 4. Any targets caught in the area will suffer Burning Shock, stunning them and dealing 33.37 fire damage over 3 turns.
The damage will increase with your Spellpower.

Flameshock

1/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 40Range: 7Cooldown: 8Travel Speed: 400% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 7.38 fire damage in a radius of 0.
The damage will increase with your Spellpower.

Effective talent level: 1.2Use mode: ActivatedStamina cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: You make a low blow against a sensitive point on the target, dealing 179% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 6 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns.
This effect bypasses saves.

Dirty Fighting

1/5

Effective talent level: 1.2Use mode: PassiveDescription: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 4% for each disabling effect the target is under, to a maximum of 13%.
For this purpose, disabling effects are stun, blind, daze, confuse, pin, disarm, cripple and silence.
In addition, for each disabling effect the target is under, your melee attacks have a 1% (to a maximum of 3%) chance to inflict a new effect on them (that they do not already have): either disarm, cripple (25% power) or pin for 2 turns.
The chance to further disable the target increases with your Accuracy.

Backstab

1/5

Effective talent level: 1.2Use mode: ActivatedStamina cost: 18Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Throw a cloud of blinding dust in a radius 1 cone. Enemies within will be blinded, as well as having their accuracy reduced by 10 and movement speed decreased by 15% for 3 turns.
The chance to inflict these effects increase with your Accuracy.

Blinding Powder

1/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 20Range: melee/personalFixed Cooldown: 15Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Make a painful strike dealing 100% weapon damage that increases the duration of up to 1 negative effect(s) on the target by 2 turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it.

Twist the Knife

0/5

Technique / Combat techniques

1.10

Effective talent level: 1.1Use mode: ActivatedStamina cost: 22Range: 6Cooldown: 36Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Effective talent level: 0.0Use mode: ActivatedMana cost: 30Range: 10Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Invokes a forking beam of lightning doing 1.67 to 5.00 damage and forking to another target.
It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower.

Chain Lightning

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A gentle wind circles around the caster, increasing carrying capacity by 6, defense against projectiles by 1, pin immunity by 0% and stun immunity by 0%.
At level 4 it also makes you levitate slightly above the ground, allowing you to ignore some traps.
At level 5 it also grants 0% movement speed and removes 0 fatigue.

Feather Wind

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 30Range: 6Cooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures a furious, raging lightning storm with a radius of 6 that follows you as long as this spell is active.
Each turn, a random lightning bolt will hit up to 0 of your foes for 1 to 1.59 damage in a radius of 1.
This powerful spell will drain 0.00 mana with each hit.
The damage will increase with your Spellpower.

Effective talent level: 1.0Use mode: ActivatedStamina cost: 16Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 119% weapon damage.
If you failed to move the damage is instead 59%.

Fearless Cleave

1/5

Effective talent level: 3.0Use mode: ActivatedStamina cost: 30Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Spin around, extending your weapon and damaging all targets around you for 194% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 71% damage over 5 turns

Death Dance

3/5

Effective talent level: 1.0Use mode: ActivatedStamina cost: 25Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.0% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 170.0% weapon damage.)

Execution

1/5

Generic Talents

Cunning / Survival

1.10

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (5 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 5%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 40Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Surround yourself with strengthening arcane forces.
Every damage shield, time shield, displacement shield, and disruption shield affecting you has its power increased by 22%.
At level 5, it also increases the duration of all shields by 1 turn.
The shield value will increase with your Spellpower.

Shielding

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 50Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Surround yourself with protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect), you automatically gain a damage shield equal to 24% of the heal value for 3 turns.
This will replace an existing damage shield if the new shield value and duration would be greater than or equal to the old.
The shield value will increase with your Spellpower.

Effective talent level: 1.1Use mode: PassiveDescription: Your undead bones are very resilient, reducing the duration of all detrimental effects on you by up to 11%.

Resilient Bones

1/5

Effective talent level: 3.3Use mode: ActivatedRange: melee/personalCooldown: 19Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Re-position some of your bones, healing yourself for 388.
At level 5, you will gain the ability to completely re-assemble your body should it be destroyed (can only be used once)

Re-assemble

3/5

Spell / Conveyance

1.20

Effective talent level: 1.2Use mode: ActivatedMana cost: 10Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleports you randomly within a small range of up to 9 grids.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 5).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
The range will increase with your Spellpower.

Phase Door

1/5

Effective talent level: 1.2Use mode: ActivatedMana cost: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleports you randomly within a large range (148).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 19).
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.

Teleport

1/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 40Range: 8Cooldown: 35Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.
Any time the caster should take damage, there is a 40% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (75) is absorbed, the time runs out (10 turns), or the target dies, the shield will crumble.
The max damage the shield can absorb will increase with your Spellpower.

Displacement Shield

0/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 200Range: melee/personalCooldown: 40Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 4 grids.
After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to 450% of the number of tiles you blinked through.
The range will improve with your Spellpower.

Effective talent level: 1.1Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

1/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 2.2Use mode: PassiveDescription: Increases Physical Power by 22, and increases weapon damage by 33% when using swords, axes or maces.

Weapons Mastery

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Arcane Feed

talent

Arcane Combat

talent

Chant of Fortitude

detrimental effect

Badly off balance. Global damage is reduced by 15%.

Off-balance

detrimental effect

Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.

Spellshocked

detrimental effect

The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown.

Stunned

beneficial effect

The target's spellpower has been increased by 6.

Spellsurge

detrimental effect

The more you use runes, the longer they will take to recharge (+1 cooldowns).

Runic Saturation

detrimental effect

The target has been splashed with acid, taking 8.30 acid damage per turn, reducing armour by 8 and attack by 8.

Acid Splash

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.

And now for a grave

active

You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul.
As a reward you improved talent Chant of Fortitude (+1 level(s)).

Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You must explore the Maze and find out what lurks there and what treasures are to be gained!* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.'
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.'

The Brotherhood of Alchemists

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
2 lumberjacks have died.

The beast within

done

You have been resurrected as an undead by some dark powers.
However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world.
You have found a very special cloak that will help you walk among the living without trouble.

The rotting stench of the dead

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

When wielded/worn:
Armour: +4
Changes stats: +5 Wil
Changes resistances: +18% fire / +10% darkness / +10% nature
Changes damage: +10% fireIt can be used to activate talent Fire Breath (costing 24 power out of 24/24) :Effective talent level: 2.0Power cost: 24 out of 24/24.Range: melee/personalTravel Speed: instantaneousIs: a nature gift and a mind powerDescription: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 59.35 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them.
The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
Each point in fire drake talents also increases your fire resistance by 1%.

These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.

A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.

Cyridalle (1 def, 0 armour)

Around neck

restful copper amulet of healing
Infused by nature
Crafted by a master0.10 Encumbrance.

Type: jewelry / amulet ; tier 1

When wielded/worn:
Fatigue: -5%
Cut immunity: +40%
Life regen: +0.90
Healing mod.: +11%It can be used to activate talent Heal, placing all other charms into a 35 cooldown :Effective talent level: 3.0Power cost: 35 out of 35/35.Range: melee/personalTravel Speed: instantaneousIs: a nature giftDescription: Imbues your body with natural energies, healing for 200 life.
The life healed will increase with your Mindpower.

Amulets can have magical properties.

restful copper amulet of healing

Inventory

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 31.43 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 38 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 10.
Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 21Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 130 damage for 3 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.

Unerring Scalpel (15-19.5 power, 25 apr)

Skywilter (28-42 power, 12 apr)
Requires:- Strength 16

Powered by arcane forces
Infused by psionic forces5.00 Encumbrance.

[Random Unique]
Type: weapon / greatmaul ; tier 2
It must be held with both hands.

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

Wildwitch

Eye of the Dreaming One
Infused by psionic forces2.00 Encumbrance.

[Unique]
Type: tool / misc ; tier 1

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+4 eff.)
Mindpower: +5 (+3 eff.)
The wearer is asleep.Lucid Dreamer: This item allows the wearer to act while sleeping.It can be used to activate talent Sleep (costing 20 power out of 25/25) :Effective talent level: 3.0Power cost: 20 out of 25/25.Range: 7Travel Speed: instantaneousIs: a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

Eye of the Dreaming One

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Veloda [power 1] (18/10 cooldown)
Infused by nature2.00 Encumbrance.

Type: charm / totem ; tier 1

When wielded/worn:
Changes resistances: +3% acid / +6% light / +9% blight / +3% nature / +18% lightningIt can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns.
When used:
100% chance to regenerate 2 stamina.